As you know that Unity Mediation is launched as open beta today and the information for integrating with unity mediation can be found in the main(first) thread in this or in the unity mediation documentation here.
While the documentation covers the
Integration with Unity Mediation in Unity Editor and
Unity mediation setup using unified dashboard.
Team is looking for the feedback and inputs for constant improvement to help you. We would love to make the mediation configuration easy to setup and manage with providing the deep insights about your game performance.
So feel free to provide the feedback here and we will look at it.
Huh, guess I’m the first one to dive into this beta, eh?
Well here’s problem #1 I guess. For some reason, today I have discovered that Unity is unable to access account logistics, so I can’t log in, can’t access services, and uhh pretty much can’t use Mediation anymore. I’m not 100% sure if this is because I installed the Mediation package which then ran a bunch of the Play Service Resolver functions which then caused my Unity to bug out and close sub-windows the next time I tried to run my game and threw the project settings sub-window out of Unity altogether, made it tiny, and put it on my second monitor.
It’s honestly all so broken I’m really not sure where to even start reporting on this bug but yeah, what’s up with this all being greyed out now? I’m certain I haven’t done anything else since installing the mediation package.
Another thing of note, this time about the Dashboard changes that take place when you enable Mediation: It’s pretty unfortunate that the Revenue graph in the Overview page stops showing the ad rev gained prior to enabling Mediation. Instead it shows it as $0 no matter what. So now if I want to keep track of total historical revenue, I have to combine the Rev graph from the Overview page with the Network Reporting in the Ad Reporting page.
Also the “Today” range is missing from the Overview page. Seems like it was replaced by the 3 day range. Not a change I really care for.
Also I know it’s probably on me but I was hoping there would be an easy way to opt back out of the beta, yet I see no way to do that. I know it’s on me because you probably mention this pretty clearly somewhere that I ended up ignoring. I just went in assuming it would be possible to revert the change back because that’s how beta testing usually works.
Edit: I’m just gonna keep editing this post as I find stuff until there are more replies.
Another issue is that the Mediation package manager entry shows a “Update to 0.2.1-preview.2” button and it never changes or goes away when I press it, making me think it perhaps is not actually updating at all or doesn’t have the sense to know that it’s already been updated.
Hi Dave, Sorry to see those issues in your project. Ideally mediation shouldn’t be interrupting with account logistics. Most of the play service resolvers things are basically getting important dependencies related to ad networks. May be you can try to uninstall mediation and see if it fixes it. What editor version do you have?
Also thanks for the feedback regarding reporting revenue page. I will pass it on to the team. Thanks
Oh right, I should update Unity huh. I’m on version 2021.1.13f1. I’ll try that first (my game’s pretty decent at not breaking when Unity updates) and then try uninstalling Mediation.
Edit: Probably worth mentioning that I got this error when trying to install the latest Unity version (this is the installation, I haven’t even switched the project over to this version to run it yet.) I have to assume this is related to the Resolver that the Mediation required, as I never hit this kind of error in the couple years I’ve been developing my Android project.
Edit 2: Actually this may have been caused by the resolver failing to close an adb.exe process that I just discovered and closed, allowing this dialog to succeed on a retry.
Edit 3: I can confirm that upgrading versions allows me to sign in again.
I’ve reached the point where I’m able to trigger ads properly in my game in-editor while I have the Android target selected. Unfortunately, I have been unable to get them to load properly once I load the apk directly to my device or load the aab into an internal track on the Google Play Store and install the game from there.
I’m going to try to get a proper error message as to why but until then, I’m basically proof as to why this whole process needs to be reversible. As is, I cannot update my game without completely losing rewarded ad functionality.
Edit: The AdFailedLoad event is being triggered. The Message property for LoadErrorEventArgs is as follows:
Failed to fetch Ad Unit due to connectivity issues: Request to https://mediation-instantiation.prd.mz.internal.unity3d.com/v1/waterfall failed due to java.io.IOException: Instantiation Service configuration request failed with http status code 404 and server response: ad unit configuration not found for game id: (my game id), ad unit id: (my ad unit id)
Interestingly, the gameid and adunitid are the same, which is probably wrong!
Last edit: I figured out that I was using the Game ID where the Ad Unit ID was. In conclusion to this particular problem and solution, I’d like to suggest that the editor’s test ads somehow notice when the Ad Unit ID is set incorrectly so this kind of error can be caught in the editor rather than having to find it on the device. Otherwise, I’m set in terms of having ads show but I do have one last question.
Is there a means of testing to see if the other ad sources that aren’t Unity are hooked up correctly? Outside of the Adapter Configuration panel in project settings → services → mediation in-editor and the ad sources page on the unity webpage dashboard, there doesn’t seem to be much of a “yes, this is working” confirmation to ensure everything’s working on the ad source end. The reason I’d really like this is because other ad sources have different settings, pertaining to things like if the ad can be skipped and reward callbacks. I assume this will all work just fine with Unity’s Mediation package ignoring all the extra stuff and handling everything via just the zone keys. I just don’t want to push an update with Mediation and discover that people aren’t getting rewarded for watching the ads from other sources or are getting rewarded for skipping ads from other sources. The only real testing I can do is via internal builds and after an initial go at it, all I’m getting are Unity ads, so I’m unsure what’s what quite yet.
One more question: If I have multiple waterfalls… how do I know which one is being used? It doesn’t seem like there’s any enable/disable function for these and I can’t drag one over the other, so it’s not like the waterfalls are being waterfalled.
Unfortunately we can’t test in depth from the editor as we can only provide mock ads, aimed at easing the testing of your ads integration during game development. To test actual ad networks you will have to run tests on android or iOS.
I appreciate the response! Could you answer the other question about knowing which waterfalls are and aren’t active and how I should be testing to ensure that the other ad sources are being used correctly?
My apologies the waterfall setup is a bit outside of my expertise and I would not want to mislead you. I will let the appropriate people know about your question.
I tried to do an A/B test, decided to end it, started up another one and saw that all of the settings in test B were just completely wiped. That’s pretty annoying when I want to make minor tweaks to the test rather than have to completely remake it after the test is over.
Your documentation mentions the ability to use a CSV file to quickly set up waterfalls. This would probably make the A/B testing problem above easier to deal with but after doing all the work in the dashboard, there’s no way to export what I’ve done to a CSV file. Although I appreciate the template you provide, it would’ve been really nice if you had an export feature.
Edit: I’m now discovering that you can’t actually delete line items or waterfalls, you can only disable them. That’s really annoying and I can see my dashboard filling up with cruft because of waterfalls I don’t want to use anymore.
I may be wrong but searching my project, I can’t find these strings anywhere, which leads me to believe the Mediation service in the project settings is writing logs to my console w/o any option to shut them up. I rather like having my console log empty when I start my game up (it means nothing’s gone wrong!) so, if these logs are in fact coming from the Mediation service, either shut it up or provide a way to keep it quiet, please!
Hey Dave! So these logs will only show up in the editor and not any built applications as they are a part of the In-Editor Test Ads feature of the Mediation Package. Albeit not formally exposed in our editor presence, you can disable these log messages by navigating to the following prefabs:
Packages/com.unity.services.mediation/Runtime/Platform/Editor/TestAds/MockInterstitial.prefab``````Packages/com.unity.services.mediation/Runtime/Platform/Editor/TestAds/MockRewarded.prefab
And unchecking “Display Console Messages” in each.
My feedback is this whole this seems an absolute mess, revenue and eCPM is less than half of what it was before you introduced the mediation beta.
My eCPM was $18.50+ before the Mediation Beta now it is less than $7.96?
Whatever you are doing is really messing with our (and Unity’s) revenue.
If things don’t improve ASAP I might switch from Unity Ads entriley.
I’m very curious: What methods have you used in the beta? I’m asking because I haven’t gone live with the code changes yet and wouldn’t want to without some insight into what could halve ad rev. Mind you, I have only been using the basic Unity Ads scheme before joining the Mediation beta.
Are you using a full waterfall scheme? Just bids with adcolony? Just backfill with unity? The way it’s described to me, I figured that having just Unity backfill is the same as not being in the Mediation beta, but you mention switching away from Unity Ads entirely which has me confused as to what setup you’re using.
thank you for the feedback and sorry to hear you are not having the best experience so far. Could you share your game IDs so we can take a look at your setup?
as mentioned by Monish, these logs should only appear on the editor test ads. We are looking into removing the logs or allowing to set a log level in the near future, but at the moment there is no quick way of removing said logs.
I tried to reinstall all those packages. Still, it couldn’t resolve.
One issue that I noticed was, there is no method for skip function in the reward ad. Only AdfailedShow, which doesn’t work after skipping reward ads.
Thank you for bringing this to our attention. EDM4U provides two distinct ways to resolve dependencies on Android.
Are you currently using a mainTemplate.gradle file? If you are, could you share the contents of the file located here: Assets/Plugins/Android/mainTemplate.gradle
If you are not, follow these steps:
In the Unity Editor, open your project and go to Project Settings > Player > Publish Settings > Custom Main Gradle Template and ensure the Custom Main Gradle Template checkbox is enabled.
Then, go to the Project tab and navigate to Assets > PlayServicesResolver > Android Resolver > Force Resolve.
Now try to build the project. (With these settings, Android dependencies will not be included directly in the project anymore)
If you’re still facing issues, please share the contents of the file located here: Assets/Plugins/Android/mainTemplate.gradle
To explain further, EDM4U by default utilizes their own conflict resolution solution when certain dependency versions do not align. When a mainTemplate.gradle file is included, gradle’s conflict resolution solution is used. Gradle’s solution tends to follow gradle’s resolution rules, making it generally a better fit for larger dependency trees.
Also, I do see you’re using the 8.4 versions of the Firebase Unity packages, 8.5 is available here.
Let us know if this solution works for you, otherwise we can dig deeper into the problem.